Parallel

Graphics Programming Black Book

Michael Abrash's classic Graphics Programming Black Book is a compilation of Michael's writings on assembly language and graphics programming (including from his "Graphics Programming" column in Dr. Dobb's Journal).

Michael Abrash's classic Graphics Programming Black Book is a compilation
of Michael's previous writings on assembly language and graphics programming
(including from his "Graphics Programming" column in Dr. Dobb's Journal).
Much of the focus of this book is on profiling and code testing, as well as
performance optimization. It also explores much of the technology behind the
Doom and Quake 3-D games, and 3-D graphics problems such as texture mapping,
hidden surface removal, and the like. Thanks to Michael for making this book
available.

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The full text of the book is available here in PDF format. Due to the book's
length, we've made each chapter available separately. The files are large, so
we don't recommend reading them online. We suggest downloading them first (right-click
on the link). You may want to start by downloading the Cover,
Table of Contents, Introduction,
Part 1 Opening Page, and Part
2 Opening Page. Then download any chapters you want.

If you keep all files in the same directory, the "Previous" and "Next" links
at the beginning and end of each chapter will work (provided you have downloaded
those chapters). The complete book is 153 MB in size (uncompressed).

NOTE: Each chapter also has a "Home" link at its beginning and end. This
link does not work: the PDF files were taken from a larger CD-ROM collection,
and this link is now out of context. Due to the nature of these files, we were
unable to remove the link. We apologize for the inconvenience.

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Video

This month's Dr. Dobb's Journal

This month,
Dr. Dobb's Journal is devoted to mobile programming. We introduce you to Apple's new Swift programming language, discuss the perils of being the third-most-popular mobile platform, revisit SQLite on Android
, and much more!